-- |Utilities for working with fragment and vertex shader programs. module Graphics.GLUtil.Shaders (loadShader, linkShaderProgram, linkShaderProgramWith, namedUniform, uniformScalar, uniformVec, uniformMat, namedUniformMat, uniformGLMat4) where import Control.Monad (unless) import qualified Data.ByteString as BS import Graphics.Rendering.OpenGL import Graphics.Rendering.OpenGL.Raw.Core31 import Graphics.GLUtil.GLError import Foreign.Ptr (Ptr) import Unsafe.Coerce (unsafeCoerce) -- 'loadShader' is based on the ogl2brick example in the GLUT package. -- |Load a shader program from a file. loadShader :: ShaderType -> FilePath -> IO Shader loadShader st filePath = do shader <- createShader st BS.readFile filePath >>= (shaderSourceBS shader $=) compileShader shader printError ok <- get (compileStatus shader) infoLog <- get (shaderInfoLog shader) unless (null infoLog) (mapM_ putStrLn ["Shader info log for '" ++ filePath ++ "':", infoLog, ""]) unless ok $ do deleteObjectNames [shader] ioError (userError "shader compilation failed") return shader -- |Link shaders into a 'Program'. linkShaderProgram :: [Shader] -> IO Program linkShaderProgram shaders = linkShaderProgramWith shaders (const $ return ()) -- |Link shaders into a 'Program' with the given action performed -- after attaching shaders, but before linking the program. This is -- most commonly used to set the 'bindFragDataLocation' state -- variable. linkShaderProgramWith :: [Shader] -> (Program -> IO ()) -> IO Program linkShaderProgramWith shaders prelink = do p <- createProgram mapM_ (attachShader p) shaders prelink p linkProgram p return p -- |Work with a named uniform shader parameter. Note that this looks -- up the variable name on each access, so uniform parameters that -- will be accessed frequently should instead be resolved to a -- 'UniformLocation'. namedUniform :: Uniform a => String -> StateVar a namedUniform name = makeStateVar (loc >>= get) (\x -> loc >>= ($= x)) where loc = do Just p <- get currentProgram l <- get (uniformLocation p name) printError return $ uniform l -- Allocate an OpenGL matrix from a nested list matrix, and pass a -- pointer to that matrix to an 'IO' action. withHMatrix :: [[GLfloat]] -> (Ptr GLfloat -> IO a) -> IO a withHMatrix lstMat m = do mat <- newMatrix RowMajor (concat lstMat) :: IO (GLmatrix GLfloat) withMatrix mat (\_ -> m) -- Not all raw uniform setters are wrapped by the OpenGL interface, -- but the UniformLocation newtype is still helpful for type -- discipline. unUL :: UniformLocation -> GLint unUL = unsafeCoerce -- |Set a 'UniformLocation' to a scalar value. uniformScalar :: UniformComponent a => UniformLocation -> SettableStateVar a uniformScalar loc = makeSettableStateVar $ (uniform loc $=) . Index1 -- |Set a 'UniformLocation' from a list representation of a -- low-dimensional vector of 'GLfloat's. Only 2, 3, and 4 dimensional -- vectors are supported. uniformVec :: UniformLocation -> SettableStateVar [GLfloat] uniformVec loc = makeSettableStateVar aux where aux [x,y] = glUniform2f loc' x y aux [x,y,z] = glUniform3f loc' x y z aux [x,y,z,w] = glUniform4f loc' x y z w aux _ = ioError . userError $ "Only 2, 3, and 4 dimensional vectors are supported" loc' = unUL loc -- |Set a named uniform shader parameter from a nested list matrix -- representation. Only 3x3 and 4x4 matrices are supported. namedUniformMat :: String -> SettableStateVar [[GLfloat]] namedUniformMat var = makeSettableStateVar (\m -> loc >>= ($= m) . uniformMat) where loc = do Just p <- get currentProgram location <- get (uniformLocation p var) printError return location -- |Set a uniform shader location from a nested list matrix -- representation. Only 3x3 and 4x4 matrices are supported. uniformMat :: UniformLocation -> SettableStateVar [[GLfloat]] uniformMat loc = makeSettableStateVar aux where aux mat = do withHMatrix mat $ \ptr -> case length mat of 4 -> glUniformMatrix4fv loc' 1 1 ptr 3 -> glUniformMatrix3fv loc' 1 1 ptr _ -> ioError . userError $ "Only 3x3 and 4x4 matrices are supported" loc' = unUL loc -- |Set a uniform shader location with a 4x4 'GLmatrix'. uniformGLMat4 :: UniformLocation -> SettableStateVar (GLmatrix GLfloat) uniformGLMat4 loc = makeSettableStateVar aux where aux m = withMatrix m $ \_ -> glUniformMatrix4fv loc' 1 1 loc' = unUL loc